仮想現実(VR)コンテンツの世界市場2016-2020...市場調査レポートについてご紹介

【英文タイトル】Global Virtual Reality Content Market 2016-2020

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【レポートの概要(一部)】

PART 01: Executive summary
• Highlights

PART 02: Scope of the report
• Market overview
• End-user
• Base year and forecast period
• Vendor selection criteria
• Summation error
• Top-vendor offerings

PART 03: Market research methodology
• Research methodology
• Economic indicators

PART 04: Introduction
• Key market highlights

PART 05: Market landscape
• Market overview
• Product life cycle
• Global VR content market
• Global VR versus VR content market
• Global VR content users
• Global VR market by hardware
• Five forces analysis

PART 06: Market segmentation by industry
• Global VR content market by industry

PART 07: Market segmentation by device
• Global VR market by device
• Global VR content market by PCs
• Global VR content market by gaming consoles
• Global VR content market by mobile devices

PART 08: Buying criteria

PART 09: Geographical segmentation
• Global VR content market by geography
• VR content market in Americas
• VR content market in EMEA

PART 10: Key leading country
• US

PART 11: Market drivers

PART 12: Impact of drivers

PART 13: Market challenges

PART 14: Impact of drivers and challenges

PART 15: Market trends

PART 16: Vendor landscape
• Competitive scenario
• Key vendors
• Other prominent vendors

PART 17: Appendix
• List of abbreviations

PART 18: Explore Technavio

[List of Exhibits]

Exhibit 01: Key regions considered for global VR content market 2015-2020
Exhibit 02: Product offerings
Exhibit 03: Overview of global VR content market
Exhibit 04: Product life cycle of VR content 2015 and 2020
Exhibit 05: Global VR content market 2015-2020 ($ millions)
Exhibit 06: Global VR versus VR content market 2015-2020 (YoY growth rate)
Exhibit 07: Global VR content users 2015-2020 (millions of users)
Exhibit 08: Global VR market by hardware 2015-2020 (millions of units)
Exhibit 09: Five forces analysis
Exhibit 10: Global VR content market by industry 2015 (% revenue share)
Exhibit 11: Global VR market by device 2015-2020 (% revenue share)
Exhibit 12: Revenue comparison of global VR content market by device 2015-2020 ($ millions)
Exhibit 13: CAGR comparison of global VR content market by device 2015-2020 (%)
Exhibit 14: Global VR content market by PCs 2015-2020 ($ millions)
Exhibit 15: Global VR content market by gaming consoles 2015-2020 ($ millions)
Exhibit 16: Global VR content market by mobile devices 2015-2020 ($ millions)
Exhibit 17: Buying criteria of VR content
Exhibit 18: Global VR content market by geography 2015-2020 (% share)
Exhibit 19: Revenue comparison of global VR content market by geography 2015-2020 ($ millions)
Exhibit 20: CAGR comparison of global VR content market by geography 2015-2020 (%)
Exhibit 21: VR content market in Americas 2015-2020 ($ millions)
Exhibit 22: VR content market in EMEA 2015-2020 ($ millions)
Exhibit 23: VR content market in APAC 2015-2020 ($ millions)
Exhibit 24: Impact of drivers
Exhibit 25: Impact of drivers and challenges
Exhibit 26: Key M&A and funds raised in global VR content market
Exhibit 27: Samsung Electronics: Business segmentation
Exhibit 28: Other prominent vendors


【レポート販売概要】

■ タイトル:仮想現実(VR)コンテンツの世界市場2016-2020
■ 英文:Global Virtual Reality Content Market 2016-2020
■ 発行日:2016年10月24日
■ 調査会社:Technavio
■ 商品コード:IRTNTR10659
■ 調査対象地域:グローバル
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